Pre-launch.NetCraftGames is not accepting customers yet. Launch happens only after its public checks pass.See launch statusJoin the waitlist

Managed multiplayer game server hosting

We do the heavy lifting so you don't have to.

Submit your multiplayer game and in 24 hours have it online and server ready.

NetCraftGames is managed dedicated server hosting for indie multiplayer games that already work, on Unity, Unreal, Godot and the browser. You build the server; we read it, configure it, deploy it and run it.

Your game needs working multiplayer and a server program first. Pre-launch: not accepting customers yet. Why, and what has to pass first.

connection config: example
// example deployment manifest (shape from our integrations docs)
{
  "engine": "unity-ngo",
  "transport": "udp",
  "os": "linux", "arch": "x64",
  "command": ["/game/UnityServer.x86_64", "-batchmode"],
  "ports": [{ "port": 7777, "protocol": "udp" }],
  "health": { "type": "udp", "port": 7777 },
  "shutdown": { "signal": "SIGTERM", "graceSeconds": 30 },
  "idleSupported": true
}

What is NetCraftGames?

NetCraftGames (NCG) is a managed multiplayer game server hosting service for game developers and studios. The owner of a game, which is how we say customer, submits a game that already has working multiplayer networking. NetCraftGames reads the submission, produces the connection configuration the game's players need, deploys the server on an isolated machine and operates it.

  • Who it is for: indie developers and small studios who have a Unity Mirror, Unity Netcode for GameObjects, Unreal, Godot or browser multiplayer game that already works and do not want to run servers.
  • What you submit: a Linux x64 dedicated server build that you or your AI have already built and tested (or an existing WebRTC adapter), plus the engine and transport you use.
  • What you get: a connection configuration, a running server, automatic shutdown of empty servers, and a plain-English email with a concrete fix if something does not connect.

Your customers are players. Ours are owners. Read how it works or check the fact sheet for exact limits.

From submission to players in five steps

Every step has a deterministic check behind it. AI helps read and explain; it never decides whether your server is safe, never touches billing and never bans a player.

  1. Submit your game

    Upload your Linux x64 server build, or connect an existing WebRTC adapter, and tell us your engine and transport.

  2. AI-assisted code reading

    A static reader that never runs your code finds ports, protocol and settings. An optional AI layer explains the findings. Deterministic checks decide pass or fail.

  3. You get a connection config

    You receive the address, port and protocol your game client needs, in a file you can paste into your project.

  4. Deployed in 24 hours

    Our target: your server runs on an isolated machine within 24 hours, or you get an email with the exact problem and a concrete fix.

  5. Players join

    Players connect. Servers with no players shut down by themselves after ten minutes, so you do not pay for empty servers.

The 24 hours start when a complete submission is received, and pause only while the next move is yours. See the conditions in full.

Pricing in plain numbers

Plans are monthly and built on weighted server hours, not a vague promise of unlimited. A standard server uses one hour per hour it is running; startup is free; unused base hours expire at renewal.

Creator

$49 / month

40 standard server hours, about 1.3 hours a day. $1.23 per hour if fully used.

  • Published games10
  • Standard server hours40
  • Transfer10 GiB
  • Storage10 GiB
  • Connection ceiling50

Studio

$99 / month

120 standard server hours, about 4.0 hours a day. $0.82 per hour if fully used.

  • Published games50
  • Standard server hours120
  • Transfer40 GiB
  • Storage50 GiB
  • Connection ceiling150

The capacity boost costs $19 one time and adds 20 standard server hours and 5 GiB of transfer ($0.95 per hour). Boost balances carry forward while your subscription is active. Hosting requires an active subscription.

Prices are launch settings and nobody is being charged yet. See the full pricing explanation, including what a plan hour does and does not buy.

What we will not pretend

Trust is the product. These are the limits today, stated before you ask.

  • Not open yet

    NetCraftGames is not accepting customers until its launch checks pass. Today you can join the waitlist.

  • Linux x64 servers only

    Dedicated servers must be Linux x64 builds. Windows or macOS server builds are not hosted.

  • No TURN relay yet

    Browser WebRTC games get room signaling, not media relay. Restrictive networks may fail to connect peer to peer.

  • No universal anti-cheat

    We do not ban players automatically or claim to stop cheating. Player reports go to a review queue.

  • We do not write your netcode

    Your game must already have working networking. We host and configure it; we do not invent multiplayer.

  • No unlimited always-on

    Every plan includes weighted server hours. Keeping a server awake spends them, and unused base hours expire at renewal.

More detail: what the AI reads and never does, what happens when a connection fails and how we compare to alternatives.

Guides for owners building multiplayer

Short, practical and written for the problems that stop a multiplayer build from going live: Linux server exports, ports and firewalls, transports, idle cost and connection config.

All guides and the glossary.

Questions owners ask

What is NetCraftGames?

NetCraftGames is a managed multiplayer game server hosting service. An owner submits a game that already has working networking; NetCraftGames reads it, produces a connection configuration, deploys it on a Linux server and operates it. The service is pre-launch and not accepting customers yet. You can join the waitlist.

Is NetCraftGames available today?

No. NetCraftGames is pre-launch and is not accepting customers or charging anyone. Checkout and server provisioning stay disabled until a published list of launch checks passes. You can join the waitlist by email, and the status page says exactly what remains before the doors open.

Which game engines does NetCraftGames host?

It is designed for Unity Mirror, Unity Netcode for GameObjects, Unreal Engine replication, Godot ENet and WebSocket, and browser games using WSS or WebRTC signaling. Dedicated servers must be Linux x64 builds. No engine is certified yet, because certification requires real client and server test evidence that has not been published.

What does the 24 hour promise mean?

After launch, NetCraftGames aims to get a submission online within 24 hours of receiving it, or to email you the exact problem and a concrete fix. It is a processing target, not a guarantee. The clock pauses only while the next step is yours, and the remedy for a missed target will be published in the Terms.

Do I pay for servers when nobody is playing?

Not for long. If your server reports player counts, it is saved and shut down after ten continuous minutes with zero players, and hosting hours stop being used. Servers that cannot report player counts must be put to sleep explicitly. Startup time is not counted against your hours.

More answers on the FAQ page.

Join the waitlist

Be first when the doors open.

NetCraftGames is not accepting customers yet. Join the waitlist by email and tell us your engine, so we can prioritise the lanes people actually use. No form, no tracking, no account.

Join the waitlist